Seal Breaker is required for the fractal's puzzles. If the hammer wielder is downed from a fall, the hammer will spawn near them. If it cannot be found or is left behind, talk to a Displaced Researcher or Displaced Agent to retrieve it.

The three basic skills are a standard attack, a knockback with weaker damage, and an AoE shield which provides stability

The hammer's fourth skill, Seal Breaker will be offered only after an enemy is defeated near the hammer.

The wielder of the hammer needs to be within range and have tagged the mob; It is unnecessary to deliver the final blow.

The hammer loses the charge whenever it is dropped

Initially, picking up the hammer will cause damage to the player (At higher levels, about ~5k health's worth instantly)

It applies a condition called Hammer Corruption every second. Stacks decrease quickly after the hammer is dropped.

If a player picks up the hammer while s/he still has stacks of Hammer Corruption, s/he will take increased damage and gain multiple conditions.

The player who wields the hammer receives a hammer marker over its head. The color of the marker changes with the number of stacks of corruption. (from yellow to orange to red)

There are 4 enemies here. Extra enemies spawn after the original four are defeated.

If the party is very careful they can charge the hammer four times, twice for each seal, thus defeating this stage without spawning any extra enemies.

To charge the hammer, you must defeat an enemy with the Cultist Hammer.

Avoid using AOE attacks here, so you can charge the hammer four times using only the original mobs.

To progress, the party will pass some spike traps on the ground. Look at the ground for trap indentations. Some traps are decoys and do not trigger.

At the end of the tunnel there is more scaffolding. This scaffolding has gargoyles that push air out of their mouths. Use timing to run past the traps. In addition, the wind can be dodged, blocked with Aegis, or a player can use stability to run through them. If you fall off, you will be downed between the wooden bridge and the tunnel prior to this scaffolding. At the end of the scaffolding, there's a switch or set of switches to deactivate the gargoyles. Interacting with a switch will immobilize you. At higher tiers, it's suggested you bring condition clearing skills to hit multiple switches at once.

There are AoE fires burning on the floor. The fires are both preceded and followed by a small fire (the size of the red circle will not change). The colossus will blow out one of the flames at a time. There will always be one safe spot and two burning ones. Keep moving onto the safe parts, charge the hammer, and destroy the seal. The intial mob spawns here include a decent amount of veterans. It's recommended that you clear these out before beginning to move with the fires. Later spawns include fewer veterans, in more manageable numbers.

Afterwards there are no enemies or traps for the scaffolding to the next level. It is advisable to wait for your party prior to walking up the last wooden ramp before the next seal as sometimes enemies will aggro those who move too close.

On this level, there are two seals separated by a hallway. The hammer needs to alternate between hitting each arm seal, as when one seal is hit it becomes protected by a purple bubble. Accordingly, the other seal loses its purple bubble and can be hit with the charged hammer.

After the initial veteran is killed, foes respawn indefinitely until the seals are destroyed and apply heavy stacks of vulnerability.

Chanters on each side will regenerate that seal's health. Keeping the foes aggro'ed on one side will minimize the healing done to that seal. The seals' repair rate is the same at all difficulty levels.

The scaffolding to the final seal is trapped with timed explosives that will knock you off. Wait for them to clear at each landing or follow behind the explosions as they go up the ramps. The shorter ramps with explosives can be dodged. Speed boosts or a well-timed Stability can be helpful. At the end of the scaffolding, there are 1-4 switches to deactivate the bombs. Again, these may be cleared by one person as long as they have condition clearing skills.

At the first (north) seal, defeat the veteran cultist. Hit the seal with the charged hammer.

The entire group heads to the second (south) seal. Defeat the veteran cultist and hit the seal with the charged hammer.

Everyone continues to run back and forth, dropping the hammer in the hallway when Corruption is too high. If party damage and sustain is not high enough to quickly dispatch cultists, see Strategy 2.

Strategy 2 (2 People run back and forth)

Takes a longer amount of time. For alternate stack spots, simply replace "north" and "south" with each other. This method is hard to accomplish at higher tiers without Stealth, as there are a lot of adds, chanters, and veterans.

At the first (north) seal, defeat the veteran cultist. Hit the seal with the charged hammer.

The entire group heads to the second (south) seal. Defeat the veteran cultist and hit the seal with the charged hammer.

Pull the new spawns from south into the tunnel. Use this location to swap the hammer-bearer and charge the hammer.

Note: It is easiest to charge the hammer as a wave is almost eliminated, typically on the second to last cultist left alive so that only the veteran remains as the hammer is being run to the south seal.

Take turns running a hammer north, with a charge from southern mobs. Your goal is only to remove the shield, not break it. Run the hammer back to the south end and drop it. Stun break skills may be useful.

When two cultists are left on south, a south person can pick up the hammer to charge it and hit the south seal, then return the hammer to the same location.

It is important that the south group continue to pull all chanters into the hallway so that the south seal cannot be recharged.

Alternate hits to the north and south seals per above. Ideally south will only require four hits to break if done properly.

Once broken, the entire group can then move north and break the north seal, which can be hit as soon as the hammer is charged.

Notes from earlier strategy which still apply:

Use the mobs pulled into the hallway from the second seal to continually charge the hammer and hit the appropriate seal. Realize that a stealth runner may need to wait for stealth skills to recharge and hammer corruption to wear off between runs.

Only the person with the charged hammer should leave the stack in the hallway.

Speed boosts, blinks, and portals can help reduce the travel time between arm seals.

The Legendary Archdiviner is the main boss of this fractal. He uses the Cultist Hammer. Prior to entering the final chamber there are chains on the wall. If you are locked out of the room, these chains can be activated to allow you inside.

Attacks

Corrupted Ground Channel — Red AoEs on the floor. You have about a second or two to leave these circles before they apply conditions and corrupt your boons.

Conic hammer slam attack — It scales in speed at higher difficulties.

Defiance bar - only active during the conic attack and Corrupted Ground area-of-effect attack. Break it to stun and deal increased damage

Rush/Teleport Attack (scales 25–100) - Uses only when players are at a ranged distance.

Projectile-blocking Wall (scales 51–100) — that is active for the first 50% of health.

Backbreaker heavy attack (scales 51–100) — replaces the basic attack for the last 50% of health.

Caged - The Archdiviner places an orange circle on the ground. Standing in the circle will deal damage and teleport the player into a cage at the side of the room. Circles grow in size with the scale of the fractal.

Transition

In between each phase there is a transition phase. They occur at 75%/50%/25%/0% accordingly. He will become invulnerable to damage and will drop the hammer. The purple protection on the seal in the center of the room will be removed and four Chanters will spawn on the circle around the seal, giving you an opportunity to charge the hammer by killing one of them. At fractal levels below 10, the mobs will despawn after you hit the seal, but will not in later levels. They apply conditions quickly, so it is advisable to clear them out first before using the charged hammer on the seal. After the seal has been hit by the hammer, the Legendary Archdiviner will stun the party for 1 second and take his hammer back.

Phase 1

He starts with four cultists around him. In this phase he only uses a hard hitting melee attack and channels his AOE circles from the first fight that apply conditions after a couple seconds.

In addition, he will start locking people in cages. Prisoners can break out using melee attacks or by targeting the cage door. While inside the cages, players receive stacks of torment.

He also spawns two ranged devourers periodically. He will continue spawning two minions throughout the fight, so if they are not killed consistently, it is possible for many minions to be active at the same time.

Phase 4 (25% health)

At 25% heath, he gains a permanent Swiftness effect.
Same as Phase 3m except he will stop channeling wells and gains the ability to send ranged projectiles at several party members simultaneously.

You and the captured colossus of the Cliffside fractal share a moment of respect.Taller than your average friend.

1 Challenges

5

Once the final seal has been broken the Colossus will break his chains and walk away from the cliff. Once he is on his way, he will turn around and bow to the players. To obtain the achievement, use the /bow emote to bow to the Colossus in return. The timing is quite lenient - if you start to bow as he is walking away then you may be too early but you can simply repeat the emote until the achievement is received.

All enemies within this fractal are mechanically Bandits, and considered so for achievements "of Slaying" and potions and sigils. They also have bandit drops.

All enemies will point at one player when they see him or her for the first time in the group from the start of the fractal to the every end. Its random with each visit. It has no purpose other than a unique trait of the cultist enemy type.

This fractal is required for multiple legendary collections including: